For you get a 3/3 flier, and a 1/1 Human. Unless you're packing tons of Angel-tech, this is not near close to good enough, as for four mana, I'm expecting a lot more than 4 power. Also, since this is a block dripping with flavor, it misses on that end as well. You can approach the fix from any angle that you wish.

Judging will take place 5/8/2012.

jrzman set hub
“The path to knowledge is locked. To get in you either have the right key, or be lucky enough to be able to pick the lock.”

Fri, 2012-05-04 16:22

Styrofoamking

For a small change, how about an Avacyn styled Domain?

Voice of the Provinces
Creature — Angel
Flying
When Voice of the Provinces enters the battlefield, put a 1/1 white Human creature token onto the battlefield if you control a plains. Repeat this for forest, island and mountain.
4/4

So, can net you a total 5/5 to 8/8, depending on lands.

EDIT; bumped her from 3 to 4. Compared to serra, she costs more, and loses vigilance. So, I think it will balance out.
EDIT 2: Aaah. I think I'll raise her to uncommon. Her ability might be a little tricky for newbies.

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Tue, 2012-05-01 00:33

Anuttymous

Voice of the Provinces
Creature - Angel
Flying
When CARDNAME enters the battlefield, other Angel creatures and Human creatures you control gets +1/+1 and gain vigilance until end of turn.
4/4

Voice of the Provinces
Creature - Angel
Flying
Human creatures you control get +1/+1.
4/4

Tue, 2012-05-01 16:09

Zuty

Voice of the Provinces
Creature - Angel
Flying
When Voice of the Provinces enters the battlefield, put a 1/1 white Human creature token onto the battlefield., : Exile ~, then return it to the battlefield under your control.
3/3

My Ramblings...

It works excellent with Cloudshift so why not have it built in? I debated between with no tap, but I think at common it causes too many issues with combo pieces. So I dropped it to and . I kept it's mana cost the same since all the 3/3 fliers at 4CMC in White are either rare or in uncommon with a drawback, so why should it be straight up french vanilla at common? I think what you get already is alright, but as you said without Angel-tech it's just alright. Cloudshift is pretty much AUTO INCLUDED when running this.

Voice of the Provinces
Creature - Angel
Flying
When Voice of the Provinces enters the battlefield, put a 1/1 white Human creature token onto the battlefield.
Whenever a Human creature you control dies, put a 4/4 white Angel creature token with flying onto the battlefield.
3/3

My Colors

Tue, 2012-05-01 14:35

Timespiraled

Voice of the Provinces
Creature - Angel
Flying
When Voice of the Provinces enters the battlefield, put a 1/1 white Human creature token onto the battlefield.
Voice of the Provinces gets +1/+1 for each Human you control.
3/3

Voice of the Provinces
Creature - Angel
Flying
Voice of the Provinces Voice of the Provinces enters the battlefield, put a 1/1 white human creature token onto the battlefield, then put a +1/+1 counter on each human you control.
3/3

Time for judging, and first, my apologies for getting the written mana cost on Voice of the Provinces wrong, I said four. It should be six.

Now, on to the task at hand.

Styrofoamking

Spoiler:

This is an interesting take on things, essentially turning each basic land type into a sort of "province". I like this, even though Innistrad has only four provinces. That can be made up though in other ways, and I'm not going to be that nitpicky in the judging process.

Anuttymous

Spoiler:

Now this is interesting. This is a terrific ability, given the feel of the set that it's in (considering how some themes were over-pushed.) The only downside that I'm seeing is now we've gone from being overcosted, to being undercosted.

AgentPaper

Spoiler:

Apparently the good Agent here has picked up on my tendencies to like the simplest solution. There's a reason for this, sometimes the best solution is sometimes the simplest one. The only concern that I could possibly take from this is that these type of "Lord" effects tend to not show up in common. Though, this is white, and the ability doesn't seem out of place here.

Zuty

Spoiler:

Point taken with your ramblings. My point is that in the era of Titans, maybe we've been spoiled, and that for six mana, even at common, we're looking for something a little more impressive, or maybe its me.

Enough rambling already, to your card, I find it interesting, though, the fact that it "flickers" only itself can make for some problematic situations. It probably would have been better served with maybe "flicker" target Human creature.

Thething1991

Spoiler:

This is something that I'd be more than willing to spend six mana on in Limited. This type of scaling is simple, yet effective, as you get three power on the ground, with three creatures, and three in the air, on one creature. Solid fix.

JeReT

Spoiler:

This is deceptively simple, yet profound. Amazing what four words does to this card. It goes from being run-of-the-mill 23rd card fodder that sometimes won't make your maindeck, to a build around me common that shows up maybe once every other block. I enjoy this immensely.

cinematt

Spoiler:

While I enjoy the direction that this card takes me on, it seems like it can get too out of hand. Then again, this is the exact type of card that would enjoy a good ol' Thatcher Revolt.

elmdor

Spoiler:

A Titan at common. Mind you, with only half the power, and the fact that it only generates a 1/1, this is no Grave Titan, then again, he's not supposed to be. I just don't think that the card fits mechanically at common all that well.

Kagerowrs

Spoiler:

I can't say that I dislike it, because it's a fine card. I can't say that I like it, because there's nothing much too it, just like the original. Overall, just kinda meh.

jolykj

Spoiler:

Again, opting for the straight-ahead approach. Though the +1/+1 counters on each Human means that the token will always start off 2/2 or better is an interesting twist, I'm not sure if it gives enough "oomph" to really push it ahead of the rest of the field.

There are four really standout entries this time around, and arguably the closest that I've ever judged. Each of the entries has their own merits, and all four are outstanding. They are.

Spoiler:

Styrofoamking
AgentPaper
Thething1991
JeReT

While all four are fantastic, my thought process keeps going back to a single card, one that wow-ed my both on its simplicity, and it's overall depth, and literally game-changing ability, which is in the end our winner....

Spoiler:

JeReT

Congratulations to our winner, and select the next card when ready.

jrzman set hub
“The path to knowledge is locked. To get in you either have the right key, or be lucky enough to be able to pick the lock.”

Wed, 2012-05-09 04:43

Zuty

Congratz to the winner!

@jrzman - About my card, the reason I made the angel flicker is because for and tapping it I make another 1/1 Human token. And titan's have spoiled others. I don't play any cards over uncommon in rarity, so I was not tainted by the allure of the titans.

In my eyes this card is very broken. You have to not beeing damaged by your opponents four times (or in two headed giant only two times). This seems to be very easy... in the beginning of the game you play a lot of walls (and draw additional cards with them) and Sterling Grove, then you play Luminarch Ascension together with Solidary Confinement. This will bring you the four counters very soon. Of course there are many other ways to prevent all damage four times...

OK, when you have the four counters (at the beginning of opponents end step) you are able to put as many 4/4 angels as you can pay onto the battlefield during the end step of the opponent. This should be at least two angels (maybe even four or five). Then your turn starts and the angels are not affected by summoning sickness and can attack immediately. Every round you will get more and more flying angels.

I do not like that it is activated much faster in multiplayer. And I don't like the mass of angels. I don't like everything written between the lines above as well

So please fix it.

My Colors

Wed, 2012-05-09 15:25

Zuty

I don't think much needs to be done to fix this card ... I have two fixes for it, but will be submitting the one not in the spoiler.

Luminarch Ascension
Enchantment
At the beginning of each end step, if you gained 3 or more life this turn, you may put a quest counter on Luminarch Ascension. : Put a 4/4 white Angel creature token with flying onto the battlefield. Activate this ability only if Luminarch Ascension has four or more quest counters on it.

OTHER FIX...

Luminarch Ascension
Enchantment
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life.): Put a 4/4 white Angel creature token with flying onto the battlefield. Activate this ability only if Luminarch Ascension has four or more quest counters on it and only once per turn.

I recommend a small little change- it breaks it from the current Ascensions, but I think it balances it decently:

Luminarch Ascension
Enchantment
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension.

If Luminarch Ascension has four or more counters on it, until end of turn it has, ", Remove a quest counter from Luminarch Ascension: Put a 4/4 white Angel creature token with flying onto the battlefield."

~~~~~~~

So, you can pump it for an angel each turn, or blow it on 4 angels for on one turn, with a slow recharge after.

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Wed, 2012-05-09 19:55

jolykj

Luminarch Ascension
Enchantment
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life.): Put a 4/4 white Angel creature token with flying onto the battlefield. Activate this ability only if Luminarch Ascension has four or more quest counters on it and only as a sorcery. X is equal to the number of creatures you control.

In my eyes this card is very broken. You have to not beeing damaged by your opponents four times (or in two headed giant only two times). This seems to be very easy... in the beginning of the game you play a lot of walls (and draw additional cards with them) and Sterling Grove, then you play Luminarch Ascension together with Solidary Confinement. This will bring you the four counters very soon. Of course there are many other ways to prevent all damage four times...

Sounds like you've come up against a deck built just for it. By that logic Near-Death Experience and Barren Glory are both broken. Trust me, when you first see the Ascension, it'll probably be immense, and seem like an amazing card, but after a while, you realise it's not broken unless you make it so (i.e. build a deck around it [i.e. as you could for Near-Death Experience]).
However, this is the card you've chosen, and I'll admit it's strong. Lets see what changes we can make.

Luminarch Ascension
Enchantment
Whenever a source an opponent controls deals damage to you, put a quest counter on CARDNAME.
As long as CARDNAME has a quest counter on it, it's a 4/4 Angel creature with flying in addition to its other types.

I agree with Anuttymous, I'll add in that in a multiplayer aspect, every time I played this card OR Lighthouse Chronologist with my friends made everyone GUN. ME. DOWN. ASAP.

I'm going to take a alternate route in its intention.

Luminarch Ascension
Enchantment
At the beginning of your upkeep, if you have less life than each opponent, you may put a quest counter on CARDNAME.: Put a 4/4 white angel creature token with flying onto the battlefield. Activate only if CARDNAME has four or more quest counters.

Edit: oops, added the quest limitations in the second ability

Fri, 2012-05-11 06:16

Thething1991

@EyeofTruth: You're doing it wrong...

Sat, 2012-05-12 16:58

GreenMunchkin

I will post on this card even though I really feel Luminarch Ascension is not broken, and is also an amazing card that is great for all formats, especially EDH.

Luminarch Ascension

At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension.
Whenever you are dealt damage by a source an opponent controls, if there are four or more quest counters on Luminarch Ascension, you may put a 4/4 Angel creature token with Flying onto the battlefield.

Sorry for not rating so far... There are too many birthdays right now... So I will rate on Sunday. Until then you may post further submissions.

And I still think Luminarch Ascension is broken. Yes, you need a deck around it. But if you build a deck around it, you will dominate the game very probable. However, maybe I am wrong and I am damaged by the games I played against such a deck. But one thing is definately broken, I think (which I mentioned in the challenge-post).

My Colors

Sun, 2012-05-20 13:06

JeReT

Okay... let's rate (sorry for the double post).

zuty

Lifegain seems to be harder than not to be hurt. So it should take longer until it triggers. Nice fix. I like your other fix too... it makes the ascension much less powerful.

Styrofoamking

This is an awsome idea! With this behaviour the multiplayer-scale factor becomes fair. You may get one angel per opponent. Very well done.

jolykj

Very interesting approach. the angels are getting more expensive the more creatures you have. I like this very much.

Anuttymous

Like a guardian angel. Nice idea but has not much to do with the original card and feels more like an artifact.

EyeofTruth

Nice! You kind of inverted the condition which makes you weak... but then the angels come to protect you. This feels like a nice story
You also eliminated the speed scale in multiplayer. And you made the angels a bit more expensive. A tricky card. I like tricky cards very solid fix.

FireDelve

This is also a very good idea. You play the ascension and then lean back, because nobody will hurt you if they cannot kill you at the same time. This is very powerful but still fair. But maybe it is a bit boring to play this card

Your entries were all very good. It is very, very hard to call someone a winner... It is even hard to decide, I would like to announce four entries the winner... but ok, I'm gonna choose...

Third Place

I couldn't decide, so you both share the third place:jolykj & FireDelve

Second Place

Styrofoamking

First Place

EyeofTruth

Even if you think, Luminarch Ascension is not broken, you have to agree that the entries here feel more balanced than the original card.

My Colors

Mon, 2012-05-21 04:23

Zuty

Congratz to the winner.

Wait ... How is life gain more difficult then getting hit? ... I'm a bit confused by that remark.

hmm... probably i misread the card... If it would trigger at end of opponents turns only it would be harder. But each end step makes it maybe easier if you built a deck around it.
sorry for my sloppiness.

@EyeofTruth: please choose the next card

My Colors

Mon, 2012-05-21 21:38

EyeofTruth

Alright then, the next card to fix is Land Tax. how you approach this is up to you and it does NOT have to be a white enchantment that collects lands. The only limitation is that it must be printable in Standard. Good luck.

Mon, 2012-05-21 22:32

Styrofoamking

Land Tax
Enchantment -
Whenever an opponent plays a land, put a credit counter on Land Tax.
At the beginning of your upkeep, remove all credit counters from Land Tax. For each counter removed, gain 2 life.

The credit counters (throwback to Icatian Moneychanger probably aren't necessary, but I thought it would be a fun throwback.

This version would be good in standard, CRAZY in multiplayer.

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Tue, 2012-05-22 03:06

GreenMunchkin

First up, Land Tax is not broken. It is a great card. There is a huge difference.
I shall still submit however, since I am trying to post regularly.

Land Tax

Enchantment

Whenever a land enters the battlefield under an opponent's control, if that player controls more lands than you (counting the one that triggered this ability), you may search your library for a basic land card, reveal it, and put it into your hand, then shuffle your library.

FireDelve, Land Tax is insanely good. Opponent plays first, they drop a land, you drop one play this, they drop another (or skip their land drop which is even worse), comes to you, you have fewer lands therefore get to search for three more. I had a deck that ran 10 lands, as it only needed one. With Land Tax, you can run a 10 land deck, and still hit 4 mana cards, by simply having just the one in your opening hand. Plus, you can pair it with many things to break it. Anyway, enough making noise...

Land Tax
Sorcery
For each land, tap it unless it's controller pays 2 life.

Seems strong, but basically, it just taps them out, either forcing them to play their "end of turn" spells/abilities, and stops them being able to counter for that turn (unless they counter Land Tax). For two mana, it's probably not that powerful, but a fair sideboard against counterspells.

I both agree and disagree with FireDelve and Anuttymous. Land Tax dances the thin line of 'broken' and 'not broken'.

Land Tax
Enchantment
Whenever an opponent plays a land, put a tax counter on ~.
Remove three tax counters from ~: Search your library for three basic lands and put them into play tapped. Activate this ability only if an opponent controls more lands than you.

I think a little bit of work is needed until you can use it and then you need to wait. Since the lands come out right away, it could also cause you to have to wait before you use it again even if you have three counters on it.

Land Tax
Enchantment
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for any number of basic land cards, reveal them, and put them into your hand, then shuffle your library.
Then discard that many cards from your hand.

My Colors

Wed, 2012-05-23 04:56

jrzman

At first, this might seem like an ability pie violation, it isn't, I'll explain in a moment.

Land Tax
Instant
Counter target spell unless its controller pays , where X is equal half the number of lands its controller controls, rounded up."Tax collectors in this district are known as notorious bullies and exact a heavy price on any casting. I guess being the onetime First has its perks."
-Phraigsec

Explanation: Taxing, which in R&D speak is applying an additional cost to something, is something that applies in white, though infrequently. Prime examples of this is Suppression Field and Spelltithe Enforcer. The rationale is that white's law making enables this ability.

jrzman set hub
“The path to knowledge is locked. To get in you either have the right key, or be lucky enough to be able to pick the lock.”

Wed, 2012-05-23 13:57

jolykj

Land Tax
Sorcery
Each player sacrifice a land, discard a card or pays 3 life, for each land they control.

Considering how little pure life gain actually manages to get into Standard, I am a bit more skeptical on its firepower, especially since its main opposition, red deck wins, tends to only go 3-4 lands. With that said, this is a rather powerful entry. One thing I noticed is that this card has no reason to use counters at all. Just have it say "Whenever a land enters the battlefield under an opponents control, you gain two life."

Firedelve

Spoiler:

While this is a nice simple fix, fixing a good chunk of the issues with it. One problem that is painfully still present is the fact is that this is a green card. White does not get insanely good land ramp on the most part, in fact, the only white ramp I've seen in a long time is Kor Cartographer, which was sucky. This card is no longer as effective against any deck and will probably just be used as a sideboard card for ramp decks. Broken? Probably not anymore, though this screams green to me no matter how I look
at it.

Anuttymous

Spoiler:

While the effect itself fits the name quite well, I do think its rather underpowered, with its place, as you said, as a sideboard against control decks. Considering how you are setting yourself behind in order to cast this card (AKA, you LOSE card advantage), on the off chance that your opponent MIGHT have a instant to counter your next spell (Which must be rather cheap since you're playing this as well), in which your opponent can respond to that spell, OR just pay four life and counterspell your spell regardless. I would either make this a blue card and take out the choice, maybe adding Split Second on there, or have it be a brutal black life loss spell that scales with your opponents land count, as is, I don't think it works incredibally well.

Zuty

Spoiler:

Like firedelve, you missed what I feel is the greatest problem with Land Tax and then highlighted that problem to the world, that this is a green spell. I might buy white getting lands to balance out the field like an anti-Armageddon, but certainly not white getting massive land ramp straight to the battlefield for a single mana. As a card itself, this seems specially designed to punish ramp decks, and is a brutal sideboard card against them. I would have just have made the lands go to your hand, as the battlefield part feels uncomtably swingy for my tastes. That and made it cost green obviously.

Jeret

Spoiler:

One of the major advantages of Land Tax is its ability to remove bad top decks. Land Tax would assist you by getting rid of lands in your deck after you have no desire to draw them, letting you get cards that ARE important to you. You can imagine why I'm mentioning this... while you did succeed in not making Land Tax incredibally powerful, you also splashed a very large amount into blue and red with the looting style, black with the mass discard, and green with the crazy amount of ramp. In other words, you have made a white card that has elements of every color.

jrzman

Spoiler:

I accept your rationale that this is a white card, white has gotten counterspells in the past. What I don't accept is that this is all that great a card. Even if we ignore the existence of Mana Leak, this card does not feel rare at all, does not feel partically effective, and doesn't feel strong in any sense of the word. While the card will likely almost always succeed against its target even in late game, that doesn't excuse the fact that it is a horrible early game card. I feel that this could cost two and it would be perfect, as it doesn't outclass mana leak at all as your foe would need seven lands to beat it. But the idea of a counterspell that does not always succeed and does not give any additional bonuses feels like a cruel joke. Like what Bull Rush was when compared to Giant Growth.

jolykj

Spoiler:

This card is brutal, and while you did make it so that they can choose for each land (I think? The wording is horribly unclear), the card feels like a lesser version of Armageddon. I like the idea, though the first thing that should be done is to bump this up at six. Armageddon proved to be horribly broken, and Stone Rain has been missing from Standard for quite some time now despite being the landmark land destruction card and never being horribly broken itself. The second thing to do is to force you to choose first. Its a very small touch, but an important one as I imagine that the decision process will rely heavily on what the other does. I am supremely cautious about this, but its a solid idea.

Kagerowrs

Spoiler:

And here we have a different version of Anuttymous's entry. While you have fixed many of the issues I had with his entry. You essentially made a White Time Walk by making it an instant. How? Play it on your opponents upkeep and they will cast nothing on their turn, essentially having them lose a massive amount of card advantage. Mistbind Clique is most likely weaker than your card, and it helped make Faeries one of the most powerful decks in Standard history. The card is broken, end of story, just make it a sorcery and you're good.

This was incredibally tricky as there was no one I felt that stole the show. So I looked at all the entries over, and ultimately decided that the winner is...

Spoiler:

Styrofoamking! With a very close Anuttymous as a runner up. I liked the idea of Anuttymous's card alot and found it executed best of the lot of non-enchantment entries. But I felt that Styrofoamking's kept the flavor of a land tax best and more importantly, made it a WHITE card that taxed lands. That distinction to me was enough to push him up to the lead. So congratulations

Mon, 2012-05-28 23:17

Kagerowrs

@EyeofTruth - Well... Here is some of my rant about judging.

That Land Tax is nowhere near Time Walk, in fact. I assure you it is weaker then Orim's Chant. At best, it is Silence that blocks cost required ability from being played. I can't see how that is broken since I know Silence never broke Modern (In fact, I never saw them being played until now.)

I would not say Anuttymous's card is any weak. After all, it is black. White already have good replacement for my kind of card. Black doesn't.

For reason why Mistbind Clique is powerful is as follow.
1. Its blue.
2. Champion a Faeries can be used as bouncing persisted (-1/-1 counter already) or targeted creature. So, evasion.
3. 4/4 Flyer comes with possible haste. Blue NEVER gets that at , even it requires some control in number.
4. Blue had that andMana Leak and Trickbind to prevent occasional Instant and Instant speed ability from being played. Silence would have been more powerful it Mana Tithe was in standard with him. It wasn't.

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Wed, 2012-05-30 03:49

Zuty

Time Vault
Legendary Artifact
At the beginning of your precombat main phase, you get an emblem named 'Time Fragment' with "Exile Time Fragment and two other Time Fragment emblems you control: Take an extra turn after this one."

My Ramblings...

A vault is a device used to store something, so I thought of making Time Vault almost like a punch card where you store previous turns and then can exchange them for an extra turn. Counters would have been too easy since you could abuse Proliferate and Gilder Bairn type cards and effects to amass infinite turns faster than the original. So I decided on emblems that you then traded in for an extra turn. But I had to figure out when you'd get these emblems. Beginning of your upkeep seems to be the most common choice, but I didn't want someone to Paradox Haze their way to infinite turns, so I decided on the first main phase since that's when you start your turn after all the untapping and drawing nonsense. And finally, I made it legendary so you aren't getting three emblems a turn anyway.

To clarify, is the Time Vault itself exiled with 2 fragments, or are 3 time fragments exiled and the vault stays in play? the ~ is kind of confusing in this context.

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Fri, 2012-06-01 15:00

JeReT

Time Vault
Artifact
Time Vault enters the battlefield tapped.
Time Vault doesn't untap during its controllers untap step.
To untap Time Vault, skip a turn.: Bring Time Vault under an opponent's control and take an extra turn after this one.

Note

The main problem of time vault is the combination with some other artifact which can produce an infinite amount of turns. I give Time vault to an opponent to get rid of this problem.
I do not exile or sacrifice it, because the opponent may decide to also skip a turn. This is almost as good as getting an extra turn especially in two player mode. And I think maybe some guy would find a nice way to build a deck around this

My Colors

Tue, 2012-05-29 19:04

Kagerowrs

Not really vault style. Designed with Legacy in mind...

Time Vault
Artifact
Time Vault enters the battlefield tapped.: Take an extra turn after this one. If you do, after that turn ends, you skip your next two turn.

Time Vault
Artifact
When ~ enters the battlefield, skip your next turn and put a hourglass counter on it., Skip your next turn: Put an hourglass counter on ~., Sacrifice ~: Target player skips his or her next X turns, where X is the number of hourglass counters on ~.

Wed, 2012-05-30 02:28

jrzman

Actually, the original submission was where X was equal to the number of lands you controlled. I changed it last minute, but should have also changed the rarity to uncommon, but alas.

Now, we have a card that I actually put into my Fractured set some time ago, and I will enter it as my submission, with updated wording, of course.

Time Vault
Enchantment
Time Vault can’t be sacrificed. (Even to pay the costs of another card.)
At the beginning of each upkeep, put a time counter on Time Vault.
When Time Vault is put into a graveyard from the battlefield, take an extra turn after this one for each time counter on Time Vault.

jrzman set hub
“The path to knowledge is locked. To get in you either have the right key, or be lucky enough to be able to pick the lock.”

Wed, 2012-05-30 03:50

Zuty

@Styrofoamking - That was confusing. Edited. Yes, you exile the fragments.